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Chapter
CHAPTER OUTLINE
Interacting with Maya 4
Maya Embedded Language 5
Python 5
C++ Application Programming Interface 6
Python API 6
Executing Python in Maya 6
Command Line 6
Script Editor 8
Maya Shelf 10
Maya Commands and the Dependency Graph 11
Introduction to Python Commands 15
Flag Arguments and Python Core Object Types 19
Numbers 20
Strings 20
Lists 20
Tuples 21
Booleans 21
Flag = Object Type 21
Command Modes and Command Arguments 22
Create Mode 22
Edit Mode 23
Query Mode 23
Python Command Reference 24
Synopsis 25
Return Value 25
Related 25
Flags 25
Python Examples 26
Python Version 26
Python Online Documentation 26
Concluding Remarks 27
Maya Python for Games and Film. DOI: 10.1016/B978-0-12-378578-7.00001-6
© 2012 Elsevier Inc. All rights reserved. 3
4 CHAPTER 1 Maya Command Engine and User Interface
To fully understand what can be done with Python in Maya, we must first
discuss how Maya has been designed. There are several ways that users
can interact with or modify Maya. The standard method is to create content
using Maya’s graphical user interface (GUI). This interaction works like any
other software application: Users press buttons or select menu items that
create or modify their documents or workspaces. Despite how similar Maya
is to other software, however, its underlying design paradigm is unique in
many ways. Maya is an open product, built from the ground up to be capable
of supporting new features designed by users. Any Maya user can modify or
add new features, which can include a drastic redesign of the main interface
or one line of code that prints the name of the selected object.
In this chapter, we will explore these topics as you begin programming in
Python. First, we briefly describe Maya’s different programming options and
how they fit into Maya’s user interface. Next, we jump into Python by exploring
different means of executing Python code in Maya. Finally, we explore some
basic Maya commands, the primary means of modifying the Maya scene.
Python
Python is a scripting language that was formally introduced to Maya in
version 8.5. Python can execute the same Maya commands as MEL using
Maya’s Command Engine. However, Python is also more robust than MEL
because it is an object-oriented language. Moreover, Python has existed
since 1980 and has an extensive library of built-in features as well as a
large community outside of Maya users.
6 CHAPTER 1 Maya Command Engine and User Interface
Python API
When Autodesk introduced Python into Maya, they also created wrappers
for many of the classes in the Maya C++ API. As such, developers can use
much of the API functionality from Python. The total scope of classes acces-
sible to the Python API has grown and improved with each new version of
Maya. This powerful feature allows users to manipulate Maya API objects
in ordinary scripts, as well as to create plug-ins that add new features to Maya.
In this book, we focus on the different uses of Python in Maya, including
commands, user interfaces, and the Python API. Before we begin our
investigation, we will first look at the key tools that Maya Python program-
mers have at their disposal.
Command Line
The first tool of interest is the Command Line. It is located along the
bottom of the Maya GUI. You can see the Command Line highlighted in
Figure 1.2.
The Command Line should appear in the Maya GUI by default. If you
cannot see the Command Line, you can enable it from the Maya main
menu by selecting Display → UI Elements → Command Line.
The far left side of the Command Line has a toggle button, which says
“MEL” by default. If you press this button it will display “Python.”
Executing Python in Maya 7
The language displayed on this toggle button tells Maya which scripting
language to use when executing commands entered in the text field imme-
diately to the right of the button. The right half of the Command Line, a
gray bar, displays the results of the commands that were entered in the text
field. Let’s create a polygon sphere using the Command Line.
1. Switch the Command Line button to “Python.” The button is located on
the left side of the Command Line.
2. Click on the text field in the Command Line and enter the following
line of text.
import maya.cmds;
3. Press Enter.
4. Next enter the following line of code in the text field.
maya.cmds.polySphere();
5. Press Enter. The above command will create a polygon sphere object
in the viewport and will print the following results on the right side
of the Command Line.
# Result: [u'pSphere1', u'polySphere1']
8 CHAPTER 1 Maya Command Engine and User Interface
You can use the Command Line any time you need to quickly execute a
command. The Command Line will only let you enter one line of code at
a time though, which will not do you much good if you want to write a
complicated script. To perform more complex operations, you need the
Script Editor.
Script Editor
One of the most important tools for the Maya Python programmer is the Script
Editor. The Script Editor is an interface for creating short scripts to interact
with Maya. The Script Editor (shown on the right side in Figure 1.2) consists
of two panels. The top panel is called the History Panel and the bottom panel
is called the Input Panel. Let’s open the Script Editor and execute a command
to make a sphere.
1. Open a new scene by pressing Ctrl + N.
2. Open the Script Editor using either the button located near the bottom
right corner of Maya’s GUI, on the right side of the Command Line
(highlighted in Figure 1.2), or by navigating to Window → General
Editors → Script Editor in Maya’s main menu. By default the Script
Editor displays two tabs above the Input Panel. One tab says “MEL”
and the other tab says “Python.”
3. Select the Python tab in the Script Editor.
4. Click somewhere inside the Input Panel and type the following lines of
code.
import maya.cmds;
maya.cmds.polySphere();
5. When you are finished press the Enter key on your numeric keypad. If
you do not have a numeric keypad, press Ctrl + Return.
The Enter key on the numeric keypad and the Ctrl + Return shortcut are
used only for executing code when working in the Script Editor. The reg-
ular Return key simply moves the input cursor to the next line in the Input
Panel. This convention allows you to enter scripts that contain more than
one line without executing them prematurely.
Just as in the Command Line example, the code you just executed created a
generic polygon sphere. You can see the code you executed in the History
Panel, but you do not see the same result line that you saw when using the
Command Line. In the Script Editor, you will only see a result line printed
when you execute a single line of code at a time.
6. Enter the same lines from step 4 into the Input Panel, but do not execute
them.
Executing Python in Maya 9
7. Highlight the second line with your cursor by triple-clicking it and then
press Ctrl + Return. The results from the last command entered should
now be shown in the History Panel.
# Result: [u'pSphere2', u'polySphere2']
Apart from printing results, there are two important things worth noting
about the previous step. First, highlighting a portion of code and then press-
ing Ctrl + Return will execute only the highlighted code. Second, high-
lighting code in this way before executing it prevents the contents of the
Input Panel from emptying out.
Another useful feature of the Script Editor is that it has support for marking
menus. Marking menus are powerful, context-sensitive, gesture-based
menus that appear throughout the Maya application. If you are unfamiliar
with marking menus in general, we recommend consulting any basic Maya
user’s guide.
To access the Script Editor’s marking menu, click and hold the right mouse
button (RMB) anywhere in the Script Editor window. If you have nothing
selected inside the Script Editor, the marking menu will allow you to
quickly create new tabs (for either MEL or Python) as well as navigate
between the tabs. As you can see, clicking the RMB, quickly flicking to
the left or right, and releasing the RMB allows you to rapidly switch
between your active tabs, no matter where your cursor is in the Script Edi-
tor window. However, the marking menu can also supply you with context-
sensitive operations, as in the following brief example.
1. Type the following code into the Input Panel of the Script Editor, but
do not execute it.
maya.cmds.polySphere()
2. Use the left mouse button (LMB) to highlight the word polySphere in
the Input Panel.
3. Click and hold the RMB to open the Script Editor’s marking menu. You
should see a new set of options in the bottom part of the marking menu.
4. Move your mouse over the Command Documentation option in the
bottom of the marking menu and release the RMB. Maya should
now open a web browser displaying the help documentation for the
polySphere command.
As you can see, the Script Editor is a very useful tool not only for creating
and executing Python scripts in Maya, but also for quickly pulling up infor-
mation about commands in your script. We will look at the command
documentation later in this chapter.
10 CHAPTER 1 Maya Command Engine and User Interface
Maya Shelf
Now that you understand how to use the Command Line and the Script
Editor, it is worth examining one final tool in the Maya GUI that will be
valuable to you. Let’s say you write a few lines of code in the Script Editor
and you want to use that series of commands later. Maya has a location for
storing custom buttons at the top of the main interface, called the Shelf,
which you can see in Figure 1.3. If you do not see the Shelf in your GUI
layout, you can enable it from Maya’s main menu using the Display →
UI Elements → Shelf option.
You can highlight lines of code in the Script Editor or Command Line and
drag them onto the Shelf for later use with the middle mouse button
(MMB). In the following example, you will create a short script and save it
to the Shelf.
1. Type in the following code into the Script Editor, but do not execute
it (when executed, this script will create a polygon sphere and then
change the sphere’s vertex colors to red).
import maya.cmds;
maya.cmds.polySphere(radius=5);
maya.cmds.polyColorPerVertex(
colorRGB=[1,0,0],
colorDisplayOption=True
);
2. Click the Custom tab in the Shelf. You can add buttons to any shelf, but
the Custom shelf is a convenient place for users to store their own
group of buttons.
3. Click and drag the LMB over the script you typed into the Script Editor
to highlight all of its lines.
4. With your cursor positioned over the highlighted text, click and hold
the MMB to drag the contents of your script onto the Shelf.
5. If you are using Maya 2010 or an earlier version, a dialog box will
appear. If you see this dialog box, select “Python” to tell Maya that
the script you are pasting is written using Python rather than MEL.
6. You will now see a new button appear in your Custom tab. Left-click on
your new button and you should see a red sphere appear in your viewport
as in Figure 1.3. If you are in wireframe mode, make sure you enter shaded
mode by clicking anywhere in your viewport and pressing the number 5 key.
You can edit your Shelf, including tabs and icons, by accessing the
Window → Settings/Preferences → Shelf Editor option from the main
Maya window. For more information on editing your Shelf, consult the
Maya documentation or a basic Maya user’s guide. Now that you have an
understanding of the different tools available in the Maya GUI, we can start
exploring Maya commands in greater detail.
data—creation, destruction, editing, and so on. All of the data in the core are
represented by a set of objects called nodes and a series of connections that
establish relationships among these nodes. Taken together, this set of relation-
ships among nodes is called the Dependency Graph (DG).
For example, the polygon sphere object you created earlier returned the
names of two nodes when you created it: a node that describes the geome-
try of the sphere and a transform node that determines the configuration of
the sphere shape in space. You can see information on nodes in an object’s
network using the Attribute Editor (Window → Attribute Editor in the
main menu) or as a visual representation in the Hypergraph (Window →
Hypergraph: Connections in the main menu). Because this point is so
important, it is worth looking at a brief example.
1. If you no longer have a polygon sphere in your scene, create one.
2. With your sphere object selected, open the Hypergraph displaying
connections by using the Window → Hypergraph: Connections option
from the main menu.
3. By default, the Hypergraph should display the connections for your
currently selected sphere as in Figure 1.4. If you do not see anything,
then select the option Graph → Input and Output Connections from
the Hypergraph window’s menu.
As you can see, a default polygon sphere consists of four basic nodes
connected by a sequence of arrows that show the flow of information. The
first node in the network is a polySphere node, which contains the para-
meters and functionality for outputting spherical geometry (e.g., the radius,
the number of subdivisions, and so on). In fact, if you highlight the arrow
showing the connection to the next node, a shape node, you can see what
data are being sent. In this case, the polySphere node’s output attribute is
piped into the inMesh attribute of the shape node.
If you were to delete the construction history of this polygonal sphere
(Edit → Delete by Type → History from the main menu), the polySphere
node would disappear and the sphere’s geometry would then be statically
stored in the shape node (pSphereShape1 in Figure 1.4). In short, if the
polySphere node were destroyed, its mesh information would be copied into
the pSphereShape node, and you would no longer be able to edit the radius
or number of subdivisions parametrically; you would have to use modeling
tools to do everything by hand.
While you can also see that information is piped from the shape node into a
shadingGroup node (to actually render the shape), there is a node that
appears to be floating on its own (pSphere1 in Figure 1.4). This separate
node is a special kind of object, a transform node, which describes the posi-
tion, scale, and orientation of the polygonal sphere’s geometry in space. The
reason why this node is not connected is because it belongs to a special part
of the DG, called the Directed Acyclic Graph (DAG). For right now, it suf-
fices to say that the DAG essentially describes the hierarchical relationship of
objects that have transform nodes, including what nodes are their parents
and what transformations they inherit from their parents.
The Maya DG is discussed in greater detail in Chapter 11 in the context of
the Maya API, yet this principle is critical for understanding how Maya
works. We strongly recommend consulting a Maya user guide if you feel
like you need further information in the meantime.
Although Maya is, as we pointed out, an open product, the data in the core
are closed to users at all times. Autodesk engineers may make changes
to the core from one version to another, but users may only communicate
with the application core through a defined set of interfaces that Autodesk
provides.
One such interface that can communicate with the core is the Command
Engine. In the past, Maya commands have often been conflated with
14 CHAPTER 1 Maya Command Engine and User Interface
documentation and are not directly available to Python. Again, this absence
is also not a limitation, as it is possible to execute MEL scripts with Python
when needed. Likewise, MEL can call Python commands and scripts when
required.1
Another important feature of the Maya Command Engine is how easy it is to
create commands that work for MEL and Python. Maya was designed so that
any new command added will be automatically available to both MEL and
Python. New commands can be created with the Maya C++ API or the Python
API. Now that you have a firmer understanding of how Maya commands fit
into the program’s architecture, we can go back to using some commands.
The first line shown is the polyCube MEL command, which is very similar
to the polySphere command we used earlier in this chapter. As you can see,
1
MEL can call Python code using the python command. Python can call MEL code
using the eval function in the maya.mel module. Note that using the python command
in MEL executes statements in the namespace of the __main__ module. For more infor-
mation on namespaces and modules, see Chapter 4.
16 CHAPTER 1 Maya Command Engine and User Interface
a MEL command was called when you selected the Cube option in the
Polygon Primitives menu. That MEL command was displayed in the
Script Editor’s History Panel.
Because Maya’s entire interface is written with MEL, the History Panel
always echoes MEL commands when using the default Maya interface.
Custom user interfaces could call the Python version of a command, in
which case the History Panel would display the Python command.
This problem is not terribly troublesome for Python users though. It does
not take much effort to convert a MEL command into Python syntax, so
this feature can still help you learn which commands to use. The following
example shows what the polyCube command looks like with Python.
import maya.cmds;
maya.cmds.polyCube(
w=1, h=1, d=1, sx=1, sy=1, sz=1,
ax=(0, 1, 0), cuv=4, ch=1
);
If you execute these lines of Python code they will produce the same result as
the MEL version. However, we need to break down the Python version of the
command so we can understand what is happening. Consider the first line:
import maya.cmds;
Introduction to Python Commands 17
This line of code imports a Python module that allows you to use any Maya
command available to Python. There is only one module that holds all
Maya commands and you only need to import it once per Maya session.
Once it is in memory you don’t need to import it again (we only have
you reimport it for each example in case you’re picking the book back
up after a break from Maya). We will discuss modules in greater depth in
Chapter 4. The next line of code is the Python command.
maya.cmds.polyCube(
w=1, h=1, d=1, sx=1, sy=1, sz=1,
ax=(0, 1, 0), cuv=4, ch=1
);
As you can see, the name of the command, polyCube, is prefixed by the
name of the module, maya.cmds. The period between them represents that
this command belongs to the Maya commands module. We then supply the
command several flag arguments inside of parentheses. A key-value pair
separated by the equals sign, such as w=1, represents the name and value
for the flag argument, and each of these pairs is separated by a comma.
The long names are easier to read and so it can be good practice to use them
when scripting. Code that is easier to read can be much easier to work with—
especially if you or a coworker has to make any changes several months later!
You may now be wondering how to find the long flag names in the future.
1. Type the following lines into the Script Editor and press Ctrl + Return
to execute them.
import maya.cmds;
print(maya.cmds.help('polyCube'));
18 CHAPTER 1 Maya Command Engine and User Interface
2. Look for the results in the History Panel, which should look like the
following lines.
Synopsis: polyCube [flags] [String...]
Flags:
–e –edit
–q –query
–ax –axis Length Length Length
–cch –caching on|off
–ch –constructionHistory on|off
–cuv –createUVs Int
–d –depth Length
–h –height Length
–n –name String
–nds –nodeState Int
–o –object on|off
–sd –subdivisionsDepth Int
–sh –subdivisionsHeight Int
–sw –subdivisionsWidth Int
–sx –subdivisionsX Int
–sy –subdivisionsY Int
–sz –subdivisionsZ Int
–tx –texture Int
–w –width Length
As you can see, the result first displays the command for which help was
requested—polyCube in this case. The following items in brackets, [flags]
and [String...], show MEL syntax for executing the command. In
MEL, the command is followed by any number of flag arguments and then
any number of command arguments. We’ll differentiate these two items
momentarily.
Next, the output shows the list of flags for the command, displaying the
short name on the left, followed by the long name in the middle column.
Each flag is prefixed by a minus symbol, which is required to indicate a
flag in MEL syntax, but which you can ignore in Python. To the very right
of each flag name is the data type for each argument, which tells us what
kind of value each flag requires.
We can see how flags work with the polyCube command. Consider the
following example.
import maya.cmds;
maya.cmds.polyCube();
Executing this command causes Maya to create a polygon cube with default
properties. The parentheses at the end of the command basically indicate that
Flag Arguments and Python Core Object Types 19
If you execute the previous lines, Maya will create a polygon cube named
“myCube” with a depth of 12.5 units and a height of 5 units. The first flag
we set, name, is a string, as indicated in the help results. A string is a sequence
of letters and numbers inside of quotation marks, and is used to represent a
word or words. Immediately afterward is a comma before the next flag, depth.
We specify that the depth should be the decimal number 12.5. Such values are
listed as type Length in the help results. Last, we provided the height flag and
supplied a value of 5. In this case, we used the long names of the flags, but we
could also have used the short ones to do the same thing.
import maya.cmds;
maya.cmds.polyCube(n='myCube', d=12.5, h=5);
Looking at the help results, you can see that the axis flag takes three decimal
numbers. To specify this kind of argument in Python, we use what is called
a tuple. A tuple is basically a sequence of objects inside of parentheses, sepa-
rated by commas. The following lines show an example of the same command
using a tuple to specify a different axis.
import maya.cmds;
maya.cmds.polyCube(
name='myCube',
depth=12.5,
height=5,
axis=(1,1,0)
);
Numbers 1
−5
3.14159
9.67
Strings "Maya"
'ate'
"my dog's"
"""homework"""
Lists [1, "horse", 'town']
Tuples (1, "two", 'three')
Booleans True
False
1
0
However, the core object types in this list are the only ones that Maya
commands have been designed to use, so we may ignore the others for now.
Other Python data types are discussed in Chapter 2. Let’s focus for now on
the five types in this list.
Numbers
Maya commands expecting Python numbers will accept any real number.
Examples could include integer as well as decimal numbers, which corre-
spond to int/long and float/double types, respectively, in other languages.
Strings
The string type is any sequence of letters or numbers enclosed in single quota-
tion marks, double quotation marks, or a matching pair of triple quotation
marks of either type. For instance, “boat”, “house”, and “car” are equivalent
to ‘boat’, ‘house’, and ‘car’ as well as to “““boat”””, “““house”””, and
“““car”””. However, the string “3” is different from the number object 3.
Strings are typically used to name objects or parameters that are accessible
from the Maya user interface.
Lists
A list is a sequence of any number of Python objects contained within the
bracket characters [ and ]. A comma separates each object in the list. Any
Python object may be in a list, including another list!
Flag Arguments and Python Core Object Types 21
Tuples
The Python tuple is very similar to the list type except that it is not muta-
ble, which means it cannot be changed. We discuss mutability in greater
detail in Chapter 2. Tuples are contained inside of ordinary parentheses,
( and ).
Booleans
A Boolean value in Python can be the word True or False (which must
have the first letter capitalized), or the numbers 1 and 0 (which correspond
to the values True and False, respectively). These values are typically used
to represent states or toggle certain command modes or flags.
3. Look for the width flag in the results displayed in the History Panel
and find its argument type on the right side:
–w –width Length
As you can see, the width flag requires a Length type argument, as shown
to the right of the flag name. This is technically not a Python type but we
can deduce that Length means a number, so we should pass this flag some
sort of number. If the number needed to be a whole number, the flag would
specify Int to the right of the flag instead of Length. We can therefore also
deduce that the flag may be passed a decimal number in this case. Let’s
first pass a correct argument.
4. Type the following command into the Script Editor and press Ctrl +
Return to execute it.
maya.cmds.polyCube(width=10);
22 CHAPTER 1 Maya Command Engine and User Interface
You should see the following result in the Script Editor’s History Panel.
# Result: [u'pCube1', u'polyCube1'] #
The result lets us know that the command succeeded and also shows that the
command returned a Python list containing the names of two new nodes that
have been created to make our cube object: “pCube1” (a transform node)
and “polyCube1” (a shape node). Now, let’s see what happens when we inten-
tionally supply the width flag with the wrong data type.
5. Type the following command into the Script Editor and press Ctrl +
Return to execute it.
maya.cmds.polyCube(width='ten');
The error tells you that the argument for the width flag was incorrect and it
expected a distance value. Even though the help command showed the
width flag needed a Length type, Maya is now calling it a distance type.
This can be confusing at first but most of the time it is very clear what
the flag argument requires simply by looking at the flag in context. The
help command does not describe what each flag does, but you can get
more detailed descriptions using the Python Command Reference, which
we will examine shortly.
Create Mode
Most commands at least have a create mode. This mode allows users to
create new objects in the scene and specify any optional parameters. By
default, the polyCube command operates in create mode.
1. Create a new Maya scene.
2. Execute the following lines in the Script Editor to create a new cube.
import maya.cmds;
maya.cmds.polyCube();
B.—THE OBJECT.
C.—THE IDEA.
213.] The Idea is truth in itself and for itself,—the absolute unity of
the notion and objectivity. Its 'ideal' content is nothing but the notion
in its detailed terms: its 'real' content is only the exhibition which the
notion gives itself in the form of external existence, whilst yet, by
enclosing this shape in its ideality, it keeps it in its power, and so
keeps itself in it.
The definition, which declares the Absolute to be the Idea, is itself
absolute. All former definitions come back to this. The Idea is the
Truth: for Truth is the correspondence of objectivity with the notion:
—not of course the correspondence of external things with my
conceptions,—for these are only correct conceptions held by me, the
individual person. In the idea we have nothing to do with the
individual, nor with figurate conceptions, nor with external things.
And yet, again, everything actual, in so far as it is true, is the Idea,
and has its truth by and in virtue of the Idea alone. Every individual
being is some one aspect of the Idea: for which, therefore, yet other
actualities are needed, which in their turn appear to have a self-
subsistence of their own. It is only in them altogether and in their
relation that the notion is realised. The individual by itself does not
correspond to its notion. It is this limitation of its existence which
constitutes the finitude and the ruin of the individual.
The Idea itself is not to be taken as an idea of something or other,
any more than the notion is to be taken as merely a specific notion.
The Absolute is the universal and one idea, which, by an act of
'judgment,' particularises itself to the system of specific ideas; which
after all are constrained by their nature to come back to the one
idea where their truth lies. As issued out of this 'judgment' the Idea
is in the first place only the one universal substance: but its
developed and genuine actuality is to be as a subject and in that
way as mind.
Because it has no existence for starting-point and point d'appui, the
Idea is frequently treated as a mere logical form. Such a view must
be abandoned to those theories, which ascribe so-called reality and
genuine actuality to the existent thing and all the other categories
which have not yet penetrated as far as the Idea. It is no less false
to imagine the Idea to be mere abstraction. It is abstract certainly, in
so far as everything untrue is consumed in it: but in its own self it is
essentially concrete, because it is the free notion giving character to
itself, and that character, reality. It would be an abstract form, only if
the notion, which is its principle, were taken as an abstract unity,
and not as the negative return of it into self and as the subjectivity
which it really is.
Truth is at first taken to mean that I know how something is. This
is truth, however, only in reference to consciousness; it is formal
truth, bare correctness. Truth in the deeper sense consists in the
identity between objectivity and the notion. It is in this deeper
sense of truth that we speak of a true state, or of a true work of
art. These objects are true, if they are as they ought to be, i.e. if
their reality corresponds to their notion. When thus viewed, to be
untrue means much the same as to be bad. A bad man is an
untrue man, a man who does not behave as his notion or his
vocation requires. Nothing however can subsist, if it be wholly
devoid of identity between the notion and reality. Even bad and
untrue things have being, in so far as their reality still, somehow,
conforms to their notion. Whatever is thoroughly bad or contrary
to the notion, is for that very reason on the way to ruin. It is by
the notion alone that the things in the world have their
subsistence; or, as it is expressed in the language of religious
conception, things are what they are, only in virtue of the divine
and thereby creative thought which dwells within them.
When we hear the Idea spoken of, we need not imagine
something far away beyond this mortal sphere. The idea is rather
what is completely present: and it is found, however confused
and degenerated, in every consciousness. We conceive the world
to ourselves as a great totality which is created by God, and so
created that in it God has manifested Himself to us. We regard
the world also as ruled by Divine Providence: implying that the
scattered and divided parts of the world are continually brought
back, and made conformable, to the unity from which they have
issued. The purpose of philosophy has always been the
intellectual ascertainment of the Idea; and everything deserving
the name of philosophy has constantly been based on the
consciousness of an absolute unity where the understanding sees
and accepts only separation.—It is too late now to ask for proof
that the Idea is the truth. The proof of that is contained in the
whole deduction and development of thought up to this point.
The idea is the result of this course of dialectic. Not that it is to be
supposed that the idea is mediate only, i.e. mediated through
something else than itself. It is rather its own result, and being
so, is no less immediate than mediate. The stages hitherto
considered, viz. those of Being and Essence, as well as those of
Notion and of Objectivity, are not, when so distinguished,
something permanent, resting upon themselves. They have
proved to be dialectical; and their only truth is that they are
dynamic elements of the idea.
214.] The Idea may be described in many ways. It may be called
reason (and this is the proper philosophical signification of reason);
subject-object; the unity of the ideal and the real, of the finite and
the infinite, of soul and body; the possibility which has its actuality in
its own self; that of which the nature can be thought only as
existent, &c. All these descriptions apply, because the Idea contains
all the relations of understanding, but contains them in their infinite
self-return and self-identity.
It is easy work for the understanding to show that everything said of
the Idea is self-contradictory. But that can quite as well be retaliated,
or rather in the Idea the retaliation is actually made. And this work,
which is the work of reason, is certainly not so easy as that of the
understanding. Understanding may demonstrate that the Idea is
self-contradictory: because the subjective is subjective only and is
always confronted by the objective,—because being is different from
notion and therefore cannot be picked out of it,—because the finite
is finite only, the exact antithesis of the infinite, and therefore not
identical with it; and so on with every term of the description. The
reverse of all this however is the doctrine of Logic. Logic shows that
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